#include "renderTait.h"
#define SCALE 4


renderTait::renderTait(float init_red, float init_green, float init_blue)
{
	//Initiate passed in variables
	r = init_red; g = init_green; b = init_blue;

	//Load the textures!
	loadOpenGL2DTextureBMP("shirt.bmp", &shirt, GL_RGB);
	loadOpenGL2DTextureBMP("skin.bmp", &neck, GL_RGB);
	loadOpenGL2DTextureBMP("pants.bmp", &pants, GL_RGB);
	loadOpenGL2DTextureBMP("shoe.bmp", &shoe, GL_RGB);
	loadOpenGL2DTextureBMP("face.bmp", &face, GL_RGB);

}

renderTait::~renderTait(void)
{
}

// This draw method is intended to draw the shapes, set the material
// and appropriately texture the shapes generated.
void renderTait::draw(float init_x, float init_y, float init_z, Direction dir, Equip curEquip)
{

	// These are counter variables used to modify the position of Tait's body
	static float z_pusher = 0;
	static float z_puller = 0;

	static int Speed = 1;

	// We add or subtract based on speed a very small z-position and in the SHOE area we 
	// off set by that amount.
	z_pusher += .05 * Speed;
	z_puller = (SCALE * (3/10)) - z_pusher;
	if (z_pusher > (SCALE * (3/10)) || z_pusher < 0)
	{
		Speed = -Speed;
	}

	//THIS is used in basically all of the render functions to position the bottom corner we begin drawing from.
	x = ((init_x) * SCALE) + (SCALE * (3.0/11.0));
	y = ((init_y) * SCALE) + (SCALE * (4.0/11.0));
	z = ((init_z) * SCALE) + ( .2 * SCALE );
	int tait_width = SCALE * (4.0/10.0);
	int tait_depth = SCALE * (2.0/10.0);

	//	/* Set up material properties. */
	GLfloat mat_ambient[] = { 0.2, 0.2, 0.2, 1 };
	GLfloat mat_diffuse[] = { 0.2, 0.2, 0.2, 1 };
	GLfloat mat_specular[] = { 0.8, 0.8, 0.8, 1 };

	glPushMatrix();

	glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialf(GL_FRONT, GL_SHININESS, 10.0 ); /* No effect if specular == 0 */

	glTranslatef(x, y, z);

	// DIR is an extra parameter used to find the rotation
	// to be used in the rendering of the stairs
	// the directions refer to North, South, East and West
	int newDir = 0;

	glTranslatef(tait_width, tait_depth, 0);
	switch (dir){
			case UP:
				newDir = 0;
				glRotatef(newDir * 90, 0, 0, 1);
				break;
			case LEFT:
				newDir = 1;
				glRotatef(newDir * 90, 0, 0, 1);
				break;
			case DOWN:
				newDir = 2;
				glRotatef(newDir * 90, 0, 0, 1);
				break;
			case RIGHT:
				newDir = 3;
				glRotatef(newDir * 90, 0, 0, 1);
				break;
	}
	glTranslatef(-tait_width, -tait_depth, 0);

	// Draw Tait
	glColor3f(1.0, 1.0, 1.0);

	switch (curEquip)
	{
	case FIREBOOTS:
		glColor3f(1.0, 0.0, 0.0);
		break;
	case ICESKATES:
		glColor3f(0.0, 0.0, 1.0);
		break;
	}
	glTranslatef(0, 0, z_pusher);
	LeftShoe();
	glTranslatef(0, 0, -z_pusher);
	glTranslatef(0, 0, z_puller);
	RightShoe();
	glTranslatef(0, 0, -z_puller);

	glColor3f(1.0, 1.0, 1.0);
	// LEFT SIDE
	LeftLegLower();
	LeftLegUpper();
	LeftArm();

	// RIGHT SIDE
	RightLegLower();
	RightLegUpper();
	RightArm();

	// CENTRE
	Torso();
	Head();




	glTranslatef(-x, -y, -z);

	glDisable(GL_TEXTURE_2D);

	glPopMatrix();
}

void renderTait::LeftShoe()
{
	// LEFT SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, shoe);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));

	glEnd();

}

void renderTait::RightShoe()
{
	// Right SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, shoe);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (0.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));

	glEnd();

}

void renderTait::LeftLegLower()
{
	// Right SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, pants);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));

	glEnd();

}

void renderTait::RightLegLower()
{
	// Right SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, pants);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));

	glEnd();

}

void renderTait::LeftLegUpper()
{
	// Right SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, pants);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));

	glEnd();

}

void renderTait::RightLegUpper()
{
	// Right SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, pants);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (2.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));

	glEnd();

}

void renderTait::Torso()
{
	// Right SHOE
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, shirt);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (3.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (3.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (3.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (3.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));

	glEnd();

}

void renderTait::Head()
{
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, neck);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (5.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (0.0/10.0)), (SCALE * (7.0/10.0)));

	glEnd();

	// PUT ON HIS FACE
	glBindTexture(GL_TEXTURE_2D, face);

	glBegin(GL_QUADS);

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (7.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));

	glEnd();

}

void renderTait::RightArm()
{

	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, neck);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (3.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (4.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));

	glEnd();

}

void renderTait::LeftArm()
{

	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, neck);

	glBegin(GL_QUADS);

	glNormal3f(1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(-1.0, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(1, 0, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(0, -1, 0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(0.0, 0.0, 1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (4.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (4.0/10.0)));

	glNormal3f(0.0, 0.0, -1.0);
	glTexCoord2f(0.0, 0.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(0.0, 1.0); glVertex3f((SCALE * (0.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 1.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (3.0/10.0)), (SCALE * (5.0/10.0)));
	glTexCoord2f(1.0, 0.0); glVertex3f((SCALE * (1.0/10.0)), (SCALE * (2.0/10.0)), (SCALE * (5.0/10.0)));

	glEnd();

}